Introduction
Color Options
Default |
Moves List
Command Normals
- Rock Crusher/Headbutt > forward/back + mp (when close)
Special Moves
Electricity: Punch button rapidly
Rolling Attack: Charge backwards > forward + Punch
The Basics
Anti-Airs: crouching Heavy Punch, Far Medium Punch, Standing heavy punch and standing Heavy Kick
Combos
- j.HK,s.MP,cr.HK/cr.HP
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 14 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +0 | ||||||
Frame Count | 2 | 3 | 4 | 3 | 3 | 1 | |
Simplified | 3+2 | 3 | 11* |
- Standing MP:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +10 | |||||
Frame Count | 2 | 2 | 3 | 3 | 1 | |
Simplified | 4+2 | 2 | 7* |
- Standing HP:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -5 | ||||||
Frame Count | 3 | 4 | 6 | 10 | 7 | 1 | |
Frame Count | 3+3 | 10 | 18* |
- Standing LK:
Damage | 14 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 3+4 | 4 | 7* |
- Standing MK:
Damage | 18 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 3+4 | 4 | 7* |
- Standing HK:
Damage | 22 | ||||||||
Stun | 11~17 | ||||||||
Stun Timer | 80 | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | -9 | ||||||||
Frame Count | 3 | 6 | 5 | 5 | 5 | 5 | 5 | 1 | |
Simplified | 4+3 | 11 | 21* |
Close Standing Normals
- Close Standing LP:
Damage | 16 | |||||||
Stun | 1~7 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +6 | |||||||
Frame Count | 3 | 2 | 2 | 2 | 4 | 2 | 1 | |
Simplified | 1+5 | 2 | 9* |
- Close Standing MP:
Damage | 16 | ||||
Stun | 8~14 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 2 | 1 | |
Simplified | 1+2 | 4 | 3* |
- Close Standing HP:
Damage | 20,20 | |||||||||||||||||
Stun | 11~17 | |||||||||||||||||
Stun Timer | 80,80 | |||||||||||||||||
Chain Cancel | No | |||||||||||||||||
Special Cancel | No | |||||||||||||||||
Frame Advantage | +8 | |||||||||||||||||
Frame Count | 5 | 4 | 6 | 2 | 2 | 1 | 7 | 3 | 4 | 3 | 2 | 2 | 6 | 3 | 5 | 4 | 6 | |
Simplified | 1+20 | 7 | 14 | 6 | 18 |
- Close Standing LK:
Damage | 16 | |||||||||||
Stun | 1~7 | |||||||||||
Stun Timer | 40 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | +6 | |||||||||||
Frame Count | 3 | 3 | 3 | 2 | 2 | 4 | 3 | 3 | 3 | 3 | 1 | |
Simplified | 1+13 | 4 | 13* |
- Close Standing MK:
Damage | 20,20 | |||||||||||
Stun | 8~14 | |||||||||||
Stun Timer | 40 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | +8 | |||||||||||
Frame Count | 3 | 3 | 3 | 2 | 2 | 4 | 3 | 3 | 3 | 3 | 1 | |
Simplified | 1+11 | 6 | 13* |
- Close Standing HK:
Damage | 20,20 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | KD | ||||||
Frame Count | 2 | 3 | 4 | 10 | 7 | 1 | |
Simplified | 1+5 | 4 | 18 |
Crouching Normals
- Crouching LP:
Damage | 14 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +4 | ||||||
Frame Count | 2 | 4 | 3 | 3 | 3 | 1 | |
Simplified | 3+6 | 3 | 7* |
- Crouching MP:
Damage | 18 | ||||||||
Stun | 5~11 | ||||||||
Stun Timer | 60 | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | -1 | ||||||||
Frame Count | 3 | 3 | 3 | 7 | 3 | 3 | 3 | 1 | |
Simplified | 1+6 | 3 | 17* |
- Crouching HP:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 3 | 4 | 6 | 10 | 7 | 1 | |
Simplified | 1+7 | 6 | 18* |
- Crouching LK:
Damage | 14 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+4 | 4 | 7* |
- Crouching MK:
Damage | 18 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +8 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+4 | 4 | 7* |
- Crouching HK:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 3 | 4 | 10 | 7 | 1 | |
Simplified | 1+7 | 4 | 18* |
Aerial Normals
- Neutral/Diagonal Jumping LP:
Damage | 16 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 20 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Neutral Jumping HP:
Damage | 24 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 1 | 3 | 3 | 6 | 3 | 3 | ∞ | |
Simplified | 1* | 3* | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ||||
Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 6 | ∞ | |
Simplified | 5 | 6 | ∞ |
- Neutral Jumping LK:
Damage | 16 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Diagonal Jumping LK:
Damage | 14 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Neutral Jumping MK:
Damage | 20 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Diagonal Jumping MK:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Neutral Jumping HK:
Damage | 24 | |||||
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 6 | 3 | ∞ | |
Simplified | 5 | 6 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 6 | 3 | ∞ | |
Simplified | 5 | 6 | ∞ |
Unique Moves
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + MP)
Damage | 18,18 | |||||||||
Stun | 5~11 | |||||||||
Stun Timer | 60 | |||||||||
Chain Cancel | No | |||||||||
Special Cancel | No | |||||||||
Frame Advantage | +3/+4 | |||||||||
Frame Count | 5 | 4 | 4 | 3 | 2 | 5 | 4 | 3 | 1 | |
Simplified | 9 | 7 | 2 | 13 |
Throws
- Wild Fang a.k.a. Bite: (←/→ + HP)
Damage | 20+(4*n) | ||
Duration | 130 | ||
Stun | - | ||
Stun Timer | - | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Special Moves
- Electric Thunder: press any single Punch repeatedly
LP version:
Damage | 28 | ||
Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Advantage | -23 | ||
Frame Count | 8 | 52+ |
MP version:
Damage | 32 | ||
Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Advantage | KD/-4 | ||
Frame Count | 8 | 34+ |
HP version:
Damage | 36 | ||
Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Advantage | +9 | ||
Frame Count | 8 | 25+ |
+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.
- Rolling Attack: charge ←, → + Punch (charge 60f)
LP/MP versions (whiff):
Damage | 22/24 | |
Stun | 13~19 | |
Stun Timer | 120 | |
Frame Advantage | -17 | |
Frame Count | 25 |
HP version (whiff):
Damage | 26 | |
Stun | 13~19 | |
Stun Timer | 120 | |
Frame Advantage | -17 | |
Frame Count | ∞ |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
- Standing reel:
- Standing gut reel:
- Crouching reel:
- Dizzy:
Match-Ups
Vs. Ryu
Use sweep/cr hp to anticipate fireballs when in range. close mp > throw is guaranteed on shotos.
Vs. Ken
Same as Ryu.
Vs. E.Honda
Be patient and pray you don't get grabbed or knocked down. Jump back hp/nj hk are good for defense in neutral, beats headbutts etc.
Vs. Chun Li
Try get in and land a guaranteed thick throw, off close mp etc. Use jump ins like j hp and j hk to get in. Spinning Bird Kick can be beat with a Crouch Fierce.
Vs. Zangief
Use your long reach and broken air normals to keep him out. nj hk is great here.
Vs. Guile
If he gets distance your options are limited, catch him without charge and use your Godly air normals, close mp > throw etc. Sweep can be used to anticipate fireballs when close, but can often trade.
Vs. Dhalsim
Roll is really risky since it's usually unsafe on block/hit. Get to a range where you can abuse j hp etc. Otherwise just patiently walk your way in.